RAKtheUndead said:
What I was going for was that the DS has games with inferior graphics quality, but far superior battery life - the Game Boy in the equation - while the iPod Touch is capable of technically superior graphics, but at the expense of not being able to play them for as long. Except that the Game Gear didn't sell out as quickly to vapid puzzle games and shovelware.
The iPhone even, and certainly not the iPod touch, doesn't equate to the GameGear though. The GameGear would last 2-3 hours at best, the same as the PSP. While the iPod touch (if you remember to turn WiFi off) isn't as good as the DS, it still hits 6 hours which is good enough. It's not in 2 day car trip territory, but for gaming on the go, in the course of your regular daily activities it's competent. If the PSP is considered a gaming console with its battery life, then the battery life of the iPod touch doesn't disqualify it from consideration.
Then you've missed the point. Before the iPod Touch, name a famous game for Apple products that wasn't available for other platforms. I can think of only a few, most of them produced by the same company, which exist - a far cry from the console market and especially so from the PC.
Before the PlayStation name one famous game for Sony's products. Yeah, the argument is still stupid.
I once again ask the same question. Apple has not previously made a big splash in the gaming world, and you underestimate the importance of this. When Microsoft made the original Xbox,
Wrong. Sony. PlayStation. No experience in the gaming world before that.
I don't know about you, but the N-Gage seemed more sorted for games than the iPhone does, although it's obvious that the N-Gage was compromised heavily in design and interface. It's irrelevant for this discussion, but I will also point out that the N-Gage was capable of true, fully-capable pre-emptive multitasking, something that iOS is incapable of without hacks several years later.
The N-Gage tried to integrate traditional gaming controls with traditional phone controls. The iPhone did away with both. It moves to touch screen for phone controls, and this also enables new types of gaming controls too. Strategy games in particular reveal themselves to be far more suited to touch screens than traditional console controls (hence why they rarely show up on anything other than the PC). Point and click adventure games are also far better suited to a touch screen, again if implemented properly. Monkey Island Special Edition was a poor implementation, Broken Sword Director's Cut was a good implementation. The N-Gage didn't bring any sort of advantage in controls or interface over the GBA, while it suffered some drawbacks from cramming so many buttons together.
In your opinion. I feel that the examples you've outlined have some rather striking inherent problems. Let's take your driving sim comment, with GT Racing compared to Gran Turismo. Yes, the tilt functionality may give a moderately more immersive feel than using D-Pads or analogue sticks, but you know, I'm pretty sure that my whole dashboard doesn't rotate when I turn the steering wheel in my own car.
GT Racing doesn't keep the perspective level, but Parcel Panic does. It's perfectly feasible to implement it properly so that isn't a concern either, and it's already been done, just not with a driving sim. Certainly developers are still figuring out how to best implement controls for various types of games, but the viability and potential of the platform is quite clear.
I'm guessing that the acceleration and braking is controlled by the tilt functionality as well.
It's an option, I prefer the onscreen gas pedal and brake pedal.
That would be a big mistake. Considering how much of car racing relies on proper use of the accelerator and brake in order to properly take turns without sliding out thanks to centripetal force, I quite appreciate having separate analogue controls for the accelerator and brake.
It's nice to have, but I'll take better steering controls first, and skip over the control and speed offered by manual shifting given I'm already making a compromise with portable gaming.
As for the comment about oversteer, well, I know it isn't realistic to do so, but wouldn't you logically set up your car in order to counteract that oversteer and take a better line through the corner? If you're serious enough about your driving sims to compare them, surely that will have come logically to you?
You've got to earn the money first before you can buy the right tyres. It was easy enough to do in GT HD concept since there wasn't a cash component, but playing Gran Turismo 2 on the PS it took me a while to be able to get the money to buy the right tyres to compensate for that, and it's certainly better to have that already accounted for in better steering controls, for doing stuff like passing the licensing exams for which you can't use your custom car.
Personally, I think I'll stick to my PC racing simulators, with my force feedback steering wheel and my perspective that doesn't have to be completely shifted every time I turn a hairpin.
That's certainly one way of going about it, and a perfectly valid one, but when you're talking handheld gaming you automatically have to make some compromises for a number of game genres. You can choose not to compromise and not play at all (in which case the DS and PSP aren't viable either), or you can choose to compromise and look at what system overall gives you the best experience.
I picked it specifically because it was raved about, I have experience with it on a lot of different platforms, and because while I agree with John Carmack's stance on open-source software, I disagree with his stance on the iPhone and iPod Touch.
I don't see any raving about Doom on iOS. Maybe it's the different crowds, but there are a lot of games getting discussion, and Doom hardly gets any mention.
You underrate the importance of tactile feedback.
No, I don't. It's not tactile feedback anyway, it's tactile differentiation that is key, and if you can handle spatial relations even that isn't crucial, plus you're looking at the screen that you're playing on anyway. I can pull of Shoryukens and Hadoukens on the iPod touch SFIV better than I can on SNES SFII. The on screen controls beat out physical controls in this instance.
The iPhone/iPod Touch has none, and doesn't even have supplementary haptic feedback to compensate.
Wrong again. Haptic feedback can be implemented by the games using the vibrate function if it's necessary for the particular game.
How am I meant to tell when something is meant to be happening from the feel of touchscreen, rather than the more authoritative feel of a D-Pad or analogue stick? Considering that FPSes regularly rely on very fine movements, I'd rather have a potentially awkward D-Pad that I don't have to look at than a movable virtual directional pad from which I can't feel a thing.
You're looking at it anyway, it's on screen, it's the same as using a touchpad. Aside from the awkward positioning of the touchpad on a laptop, give it a shot. You'll see at the very least that you don't need to be looking at the touchpad to control where you look. It's not as good as a mouse, but it works better than a D-Pad.
I don't see where my logic is narrow or faulty when I suggest that first-person shooters are at least compromised on the PlayStation 3
No, but I said that too. Loathsome and compromised are quite different words though, and your logic is quite faulty there.
- you'd have a very hard time playing something like ARMA 2 on it, with engagement ranges sometimes exceeding five hundred metres. I also don't see where my logic would be narrow or faulty to suggest that micromanagement of units - which is very important in a game like StarCraft 2 - is decidedly more difficult on the 3DS than it would be on a PC. In both of these cases, while it is possible to play said games on each platform, they suffer too many compromises to be as complete as the parent platform of the FPS and the RTS.
You can't play an FPS the same way on an iOS device, no but if people are content to play Halo, there's nothing wrong with NOVA on iOS either.
In the case of the iPod Touch, the advantages of the platform seem to be either in genres which I tend to avoid - my "casual/time-wasting" game is NetHack, of all games - or where I'd much rather use a keyboard and mouse or some sort of PC gaming peripheral which has some sort of tactile feedback.
That's a separate issue, and sure for personal preference iOS might not be viable for you, but you're making assumptions and judgements without having even used a device. There are some people here responding saying they've tried a few games and didn't like them. Sure, if they try it, don't like what they see it's unreasonable to expect them to go through the whole iOS game library and try every game out, but it's very, very reasonable to expect that if you're talking about Doom on the iPod touch that you've actually played it on the iPod touch rather than on a Palm TX.
The points regarding games are the important parts; the thread that I copy-and-pasted from was my own 8,000-word critique of the iPhone, and as the iPod Touch shares the same general platform as the iPhone, any criticisms regarding games can be transferred over. I wouldn't have an iPod Touch myself, but as a media player and for some limited applications, it isn't terrible. Hardly what I'd call an appropriate gaming device, though.
Your first complaint was battery life, which is of course a very valid concern, but it doesn't apply in the case of the iPod touch.
Flight games are meant to be controlled using a joystick - a proper full-sized peripheral joystick. An example would be my own Logitech Extreme 3D Pro [http://www.escapistmagazine.com/forums/read/326.83541-Logitech-Extreme-3D-Pro-Joystick-A-Technological-Review] USB joystick for my PC, which may be entry-level as regards PC joysticks, but gets the job done.
Yes, but since you can't carry a joystick with you for portable gaming, tilt controls are the best option.
I predominantly play PC racing simulators now as well, ones which I control using a force-feedback steering wheel. Again, my peripheral is entry-level, but has a control schema which blows any tilt functionality out of the water. Neither of these devices is portable, but I'd rather have proper games in these genres, where accurate detail is key, tethered to my desktop than compromised ones on a mobile device. I don't think my lap times are all that compromised in the few console racing sims that I do play by using the D-Pad rather than tilt controls; automotive racing can rely as much on the proper application of the accelerator as it does on the steering when it comes to making turns, and any game that doesn't model that isn't a proper racing sim.
Proper steering controls allow you to maintain a faster speed in a corner, while poor steering controls require you to stop accelerating or even begin braking more often.
It's funny how you keep on banging on about racing sims to make your point, considering that you're arguing with somebody who has played a fair few of them:
I've played them too, I certainly have the perspective, and the context here is portable gaming.